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Shadriss

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Just for future reference, Shad... the brush limit for the map is something like 65-70,000, so you're in no danger of pushing the brush limit even if it's 10,000 with the Museum.

 

However, since high brush counts mean long compiles, I suggest an alternative to ditching areas. Here's my ideas:

 

A - Every section of the map goes in for the RPG version of the map (since action isn't the main focus here, a lower fps due to the size isn't as much of an issue); for the FFA version, we make some necessary cuts of sections without use (Museum, Clinic, etc)

 

B - Every section of the map goes in for the RPG, just like in my first idea, but no FFA version of the map is created. If there's a request for it, perhaps we can do a duel map pack or something.

 

I think A is the best choice but I have no problem with B.

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I've been thinking about your options, Aru, and I think you've got the right idea. I'll go with option A for now (All for you Wedge! :) )and only go to B if I really run out of steam.

 

I've also been thinking I've been going about doing the streets all wrong. Normally, I've been laying out EVERYthing, connecting up EVERYthing, THEN texturing areas.

 

This approach isn't going to work with this map... it's sheer size is beginning to bog down my system. GTK plods along on movement pretty badly, so texturing it AFTER it's all laid out is not gonna work.

 

SO!

 

I'll be restarting the street areas. I'm going to get them fully laid out, textured, and ready BEFORE I start adding in the other locations. That way, ,all I'll have to do is get doors working (and textured), place items, and compile. As an added benefit, You'll all get those screenshots of the streets you have all, no doubt, been wishing to see.

 

I'll keep everyone posted on how it's going, naturally.

 

Oh, for reality's sake - does anyone know of a speeder or other such vehicle that is in the md3 format? I'll use a prefab if I have to but I'd prefer md3.

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OK. Good news, Bad news time.

 

Good News. THe streets are completely laid out and textured.

 

Bad News - It doesnt work in game. Error is : NULL Poly-shader

 

I've heard of that being a problem in SP, but not in MP... any thoughts?

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OK, I got it all figured out. I's always been under the impresion that that error happened because you were using to many shader FILES. THis, ,apparently, was incorrect. It's how many surfaces a shader is applied TOO that causes this.

 

SO, thats fixed.

 

In other news, the Museum has been dropped. Aru just got fed up with it, thought what work he'd done so far is rather shoddy, and, after discussion, we decided to drop it like a ton of bricks.

 

Which means I now have all the areas, and I am now making the final connections prior to Beta.

 

COntrary to a previous post, the Beta will NOT be done by RA. THere was a small issue there, so I'll be needing testers. Volunteers will be nice. :)

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Hey There,

 

I dunno why I didn't post in here sooner :rolleyes: maybe it is because Im always talking on MSN with Shadriss :p Anyways, just to add, I left RA due to some Real Life Issues and Shadriss mentioned that since this map wasnt contracted with them it would follow me. His call. Not to worry though, either way it will be a super cool map.

 

Have a nice day.

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Originally posted by FuzzyCrimmy

Looks really good shadriss :D But do landspeeders really need the yellow dotted lines on the road :p

 

SO long as there is traffic, there will be bad drivers.

So long as there are bad drivers, ,there will be ways to keep people from hitting other people. Hence, we have lines. SO there. :p

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Just a thought, Shad. Have you considered adding something like tunnels (that could have clip placed over them to prevent access) or a road that curves off out of sight to increase the feeling of the size of the city? With the roads closed off like that, how could there even be "cars" (aka landspeeders) in that area?

Wouldn't take much time to do it.

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Already thought of, and it WILL be implemented... just as soon as I figure out which end of the three is going to be open. This is only one small little area, naturally... I'm thinking almost like a "city inside the alley" idea. I think I already know which one it's gonna be, be I still need to get it all put in the map, so...

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Originally posted by Aru-Wen

With the roads closed off like that, how could there even be "cars" (aka landspeeders) in that area?

Wouldn't take much time to do it.

 

Now, do you mean stationary car models, or cars that whiz around on the streets? (OTS cargo ship style :))

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If I actually put any in (so far, ,only the swoop md3 fits the scale that I've found) they'd be stationary. No point in making this map any more complex that it already is.

 

Added the bar into the mix tonight (on the second floor, ,no less) and it's still looking very good. I also fixed the problem in the arena where you could see the streets through the skybox of the arena. And a few other small things.

 

Tommorrow, the Library should go in, and, If I have the time, the Hotel as well, and that would close out that branch of the road system.

 

TTFN, guys.

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It's all in. It's all connected. (It's STILL compiling! :D)

 

I've done one or two test compiles, and there may be a problem with releasing it as an FFA - FPS. I'm not sure why (Looking into it) but the FPS went through the floor on the last compile. I've added in the areaportals (finally) and that should help. My other theory is that the music file is taking up too much memory. If that prooves to be the case, it's going away. Which is too bad, since Aru-Wen chose a very nice piece from "Fifth Element".

 

More news tommorrow... the full BETA should be avaliable soon... maybe even Saturday, thougth PCGameMods.

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